Blade Speaker (3.5e Class)

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A blade is powerless without a wielder, a wielder is dead without a blade

”

—Unknown Blade Speaker, circa Rise of Nerull

A Blade Speaker is Warrior that partners with a Deity, willingly forming a contract by trading something of irreplaceable value in exchange for the use of the Deity and their power. The Deity then receives fealty from the warrior and becomes their weapon. The Blade Speaker can speak to their Deity at any point in time, but others cannot hear the Diety in return, thus the given name of Blade Speaker.

Blade speakers are very strong, dealing large amounts of damage, but they can also take a great deal of hits before they start to feel it. They are a valuable party member, adding deadly spellcasting and devastating melee combat.

Abilities:
Gifted Mastery.

Races: Any warrior may become a Blade Speaker if they are desperate enough for the power that can be given by the Deities, so long as their chosen Deity sees them to be worthy of it.

Alignment: Same as chosen Deity.

Starting Gold: 2d100×10 gp (average starting gold for a Blade Speaker differs from Warrior to Warrior. This can range from as little as nothing to

Starting Age: At choice of Warrior. Some come to find their want of power at a young age, while others may spend much of their life before they are pushed to their breaking point.

Possessed Blade: Upon taking this class the Blade Speaker gains their Possessed Blade. A Death Scythe is a person or creature the Weapon Meister transforms into a weapon of his choosing. Once the Soul Meister chooses a Death Scythe he cannot gain a new one, unless the Death Scythe dies. Creatures becoming a Death Scythe must have a bond with the wielder, and cannot have a malicious intent towards the Weapon Meister. When the Death Scythe is chosen, the Death Scythe gains the ability to transform into a weapon that was chosen by the Weapon Meister and Death Scythe before-hand, as a move action. The weapon, regardless of type, inflicts the damage listed above. A Death Scythe, by making a Concentration DC of 25, can transform into a hybrid form of the weapon and creature. The transformation is considered a free action, and transforming back is considered a separate action for the purpose of free actions per round. The creature may change its limb into a blade, and deal the weapon damage of above, or make an unarmed attack while in weapon form. When in weapon form and making an unarmed attack, the Death Scythe incurs a -4 penalty to the Soul Meister. A Death Scythe is considered masterwork, and cannot be enchanted.

Soul Resonance: At 2nd, 4th, 6th, 8th, and 10th level, the Soul Meister gains a Soul Resonance. A Soul Resonance is when a Weapon Meister and a Death Scythe in weapon form match their wave-lengths to create powerful effects. At 2nd level, a Soul Meister chooses any second level spell, power, invocation or etc of 1st level or lower to be a Soul Resonance. At 4th level he chooses a 3rd level ability or lower, at 6th level he chooses a 5th level ability or lower, at 8th level he chooses a 7th level ability or lower, and at 10th level he gains a 9th level ability or lower. As before, all Soul Resonances can be chosen from any ability list, as long as it follows the levels 1 through 9 format. All Soul Resonances follow the casting time and etc of the spell, power, or etc chosen. Soul Resonances use the weapon as a replacement for material and focus componants. XP componants do not apply. A Soul Meister can use a number of Soul Resonances a day equal to his Charisma modifier, to a maximum of his Soul Meister level.

Greater Soul Perception: At 5th level, a Soul Meister can take a full round to focus, doubling his blindsense radius for as long as he continues to focus. The Soul Meister can also take a full round and roll a Concentration dc of 20 to locate a specific creature within x4 his blindsense radius, and affect the creature with an ability similar to the spell status. Or he can take a free action and roll a dc of 25 to affect himself with Nondetection and Undetectable Alignment, as the spells. The CL of these abilities equals the Soul Meister's level, and cannot be dispelled.

Witch Hunter: Witch Hunter is a ability used similar to Soul Resonance, except that its result alters the Death Scythe itself. Witch Hunter allows the Death Scythe to alter his form to greatly affect certain enemies. First, a Death Scythe affected by Witch Hunter bypasses damage reduction. Second, Witch Hunter gives a bonus to hit and damage against evil aligned creatures equal to half the Soul Meister's level, a Soul Meister can use Witch Hunter a number of times a day equal to his charisma modifier, to a maximum of half his Soul Meister level. Witch Hunter lasts for a number of rounds equal the Soul Meister's level + his Charisma modifier.

Soul Menace: Soul Menace is a technique that Soul Meister's use on their own. It involves altering one's own soul wavelength to be incompatible with another creature's, causing injuries with physical contact. This is an unarmed attack, that deals damage equal to the Soul Meister's Death Scythe's damage. If a creature is struck by Soul Menace, they must roll a Fort save (DC 10+Soul Meister level+Cha mod) or be stunned for one round. A Soul Meister can use Soul Menace a number of times a day equal to his Cha modifier, to maximum of half his Soul Meister level. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

Demon Hunter: Demon Hunter is an advanced form of Witch Hunter. Demon Hunter has all the abilities of Witch Hunter except Demon Hunter carries an "Evil-Repelling Wavelength". Evil Aligned creatures struck by Demon Hunter must succeed a Fort save (DC 10+Soul Meister level+Cha mod) or be pushed back 10ft and knocked prone. Evil aligned creatures that are reduced to -10hp by Demon Hunter have their souls destroyed, and cannot be ressurrected. A Soul Meister can use Demon Hunter a number of times a day equal to half his Charisma modifier, to a maximum of half his Soul Meister level. Demon Hunter lasts a number of rounds equal to the Soul Meister's level + his Charisma modifier.

Spells: <-Delete this section if this class does not cast spells. description of spellcasting abilities: on what stat save DCs are based, on what stat bonus spells are based, and what stat determines the highest level spell that can be cast.->. <-pluralized class name-> choose their spells from the following list:

Powers Known: <-Delete this section if this class does not manifest powers. description of manifesting abilities: on what stat save DCs are based, on what stat bonus powers points are based, and what stat determines the highest level power that can be manifested.->. <-pluralized class name-> choose their powers from the following list:

0—<-powers, powers, powers->

1st—<-powers, powers, powers->

2nd—<-powers, powers, powers->

3rd—<-powers, powers, powers->

4th—<-powers, powers, powers->

5th—<-powers, powers, powers->

6th—<-powers, powers, powers->

7th—<-powers, powers, powers->

8th—<-powers, powers, powers->

9th—<-powers, powers, powers->

Maximum Power Level Known: This column determines the highest level power he can learn at this level.

To learn or manifest a power, a <-class name-> must have an <-relevant ability-> score of at least 10 + the power’s level.

When a Blade Speaker falls from favor of their Deity, the Deity can choose to either strip them of their power, or to allow them to continue to use their powers, but at a cost to the Warrior. The Warrior can choose to continue to level as a Blade Speaker, or choose a new class to level up in. The Blade speaker can also choose another Deity to proposition for a contract.

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.